{"id":38526,"date":"2025-06-09T01:30:14","date_gmt":"2025-06-09T04:30:14","guid":{"rendered":"https:\/\/mastertrend.info\/?p=38526"},"modified":"2026-04-28T15:51:02","modified_gmt":"2026-04-28T18:51:02","slug":"directx-isin-izleme-1-2","status":"publish","type":"post","link":"https:\/\/mastertrend.info\/tr\/directx-raytracing-1-2\/","title":{"rendered":"DirectX Raytracing 1.2: Muhte\u015fem grafiklerle oyunlarda devrim yarat\u0131n \u2728\ud83d\udd25"},"content":{"rendered":"<h2>DirectX Raytracing 1.2: Oyun deneyiminizi 2,3 kata kadar h\u0131zland\u0131r\u0131n! \u26a1\ud83c\udfae<\/h2>\n<div id=\"article-body\">\n<p>Bu hafta Microsoft <a href=\"https:\/\/devblogs.microsoft.com\/directx\/announcing-directx-raytracing-1-2-pix-neural-rendering-and-more-at-gdc-2025\/\" target=\"_blank\" rel=\"noopener\" data-analytics-id=\"inline-link\" data-url=\"https:\/\/devblogs.microsoft.com\/directx\/announcing-directx-raytracing-1-2-pix-neural-rendering-and-more-at-gdc-2025\/\" data-hl-processed=\"none\" data-schema-attribute=\"mentions\">reklamc\u0131l\u0131k<\/a> Yeni uygulama programlama aray\u00fcz\u00fc DirectX Raytracing (DXR) 1.2, g\u00f6rsel kalitede ve i\u015fleme performans\u0131nda \u00f6nemli iyile\u015ftirmeler sa\u011fl\u0131yor; 2,3 kata kadar daha h\u0131zl\u0131! AMD, Intel, Nvidia ve Qualcomm gibi \u015firketler ve Remedy gibi oyun geli\u015ftiricileri, bu DXR 1.2 teknolojilerini gelece\u011fin oyun donan\u0131m ve yaz\u0131l\u0131mlar\u0131na entegre etmek i\u00e7in \u015fimdiden \u00e7al\u0131\u015f\u0131yorlar. \ud83c\udfae\u2728<\/p>\n<p>DirectX Raytracing 1.2 g\u00fcncellemesi, \u0131\u015f\u0131n izlenen oyunlarda performans\u0131 optimize eden ve verimlili\u011fi 2x&#039;ten (SER) 2.3x&#039;e (OMM) \u00e7\u0131karan iki teknolojiyi bir araya getiriyor: Opacity Micromaps (OMM) ve Shader Execution Reordering (SER). Performans avantajlar\u0131ndan yararlanmak i\u00e7in bu teknolojileri oyunlarda veya oyun motorlar\u0131nda uygulamak kritik \u00f6neme sahiptir. \ud83d\udd27\u26a1\ufe0f<\/p>\n<h2 id=\"2x-2-3x-performance-boost-3\">2 kat \u2013 2,3 kat performans art\u0131\u015f\u0131<\/h2>\n<aside class=\"hawk-base\" data-block-type=\"embed\" data-render-type=\"fte\" data-skip=\"dealsy\" data-widget-type=\"seasonal\"><\/aside>\n<p>I\u015f\u0131n izleme y\u00f6nteminde, alfa testlerinden ge\u00e7mi\u015f geometri (\u00f6rne\u011fin yapraklar, \u00e7itler ve sa\u00e7 telleri) ile ilgili en b\u00fcy\u00fck zorluklardan biri, \u0131\u015f\u0131\u011f\u0131n bir y\u00fczeye \u00e7arp\u0131p \u00e7arpmad\u0131\u011f\u0131n\u0131 veya i\u00e7inden ge\u00e7ip ge\u00e7medi\u011fini belirlemek i\u00e7in gereken ek hesaplamalard\u0131r. <strong>Opakl\u0131k Mikroharitalar\u0131 (OMM)<\/strong> Alfa kanall\u0131 bir dokuyu d\u00fcz bir y\u00fczeye uygulayarak ve belirli bir \u015feffafl\u0131k e\u015fi\u011finin alt\u0131ndaki pikselleri kald\u0131rarak bu geometrinin i\u015flenmesini iyile\u015ftiriyorlar. Bu, g\u00f6lgelendiriciye ihtiya\u00e7 duyulan say\u0131y\u0131 azaltarak performans\u0131 ve verimlili\u011fi art\u0131r\u0131yor. \ud83d\ude80<\/p>\n<p>Microsoft, en iyi ihtimalle 2,3 katl\u0131k bir iyile\u015fme sa\u011flanabilece\u011fini iddia ediyor. Ancak, t\u00fcm oyunlar\u0131n ve sahnelerin bitki \u00f6rt\u00fcs\u00fc ve \u00e7it gibi bir\u00e7ok unsuru i\u00e7ermedi\u011fini g\u00f6z \u00f6n\u00fcnde bulundurmak \u00f6nemlidir. \u00d6rne\u011fin, <em>TAK\u0130P\u00c7\u0130 2<\/em> Hemen hemen t\u00fcm sahnelerinde bol miktarda \u00e7imen, yaprak ve \u00e7it bulunur. <em>Siberpunk 2077<\/em> Neredeyse hi\u00e7 yapra\u011f\u0131 yok. \ud83c\udf3f\ud83d\udea7<\/p>\n<p><strong>G\u00f6lgelendirici Y\u00fcr\u00fctme Yeniden S\u0131ralamas\u0131 (SER)<\/strong> Bu \u00f6zellik, g\u00f6lgelendiricilerin \u00e7al\u0131\u015fma \u015feklini yeniden d\u00fczenleyerek sapmay\u0131 \u00f6nledi\u011fi i\u00e7in daha evrensel bir \u00f6zellik olarak sunuluyor. Sapma, yak\u0131n piksellerin g\u00f6lgelendiricilerin farkl\u0131 g\u00f6revler ger\u00e7ekle\u015ftirmesini gerektirdi\u011fi durumlarda ortaya \u00e7\u0131kar; bu durum, ger\u00e7ek\u00e7i ayd\u0131nlatma, ayr\u0131nt\u0131l\u0131 g\u00f6lgeler ve do\u011fru yans\u0131malar gibi karma\u015f\u0131k \u0131\u015f\u0131n izleme efektlerine sahip sahnelerde s\u0131k g\u00f6r\u00fclen bir durumdur. \ud83c\udf08\u2728<\/p>\n<p>GPU'lar, warp veya wavefront ad\u0131 verilen gruplar halinde d\u00fczenlenmi\u015f paralel i\u015f par\u00e7ac\u0131klar\u0131nda g\u00f6lgelendiricileri i\u015fler. \u0130deal olarak, bir grup i\u00e7indeki t\u00fcm i\u015f par\u00e7ac\u0131klar\u0131 ayn\u0131 talimatlar\u0131 e\u015f zamanl\u0131 olarak y\u00fcr\u00fct\u00fcr ve bu da GPU verimlili\u011fini en \u00fcst d\u00fczeye \u00e7\u0131kar\u0131r. G\u00f6lgelendirici farkl\u0131la\u015fmas\u0131, ayn\u0131 warp veya wavefront i\u00e7indeki i\u015f par\u00e7ac\u0131klar\u0131n\u0131n farkl\u0131 talimatlar\u0131 y\u00fcr\u00fctmesi gerekti\u011finde meydana gelir. Bu durumda, e\u015f zamanl\u0131 y\u00fcr\u00fctme imkans\u0131z hale gelir ve GPU'nun her talimat yolunu ayr\u0131 ayr\u0131 ele almas\u0131 gerekir; bu da baz\u0131 i\u015f par\u00e7ac\u0131klar\u0131n\u0131n bo\u015fta kalmas\u0131na ve gecikmenin artmas\u0131na neden olur. \u23f1\ufe0f<\/p>\n<p>Microsoft'a g\u00f6re, SER (Straight Err) benzer shader i\u015f y\u00fcklerini grupland\u0131rarak veya d\u00fczenleyerek farkl\u0131l\u0131klar\u0131 azalt\u0131yor, GPU kullan\u0131m\u0131n\u0131 en \u00fcst d\u00fczeye \u00e7\u0131kar\u0131yor ve i\u015fleme h\u0131z\u0131n\u0131 2 kata kadar art\u0131r\u0131yor. \ud83d\udd25<\/p>\n<div id=\"slice-container-newsletterForm-articleInbodyContent-VrcQEpfPMDyK5m2QDWKNuB\" class=\"slice-container newsletter-inbodyContent-slice newsletterForm-articleInbodyContent-VrcQEpfPMDyK5m2QDWKNuB slice-container-newsletterForm\">\n<div class=\"newsletter-form__wrapper newsletter-form__wrapper--inbodyContent\" data-hydrate=\"true\">\n<div class=\"newsletter-form__container\">\n<section class=\"newsletter-form__top-bar\"><\/section>\n<section class=\"newsletter-form__main-section\">\n<p class=\"newsletter-form__strapline\">Tom&#039;s Hardware&#039;den en iyi haberleri ve derinlemesine analizleri do\u011frudan gelen kutunuza al\u0131n.<\/p>\n<\/section>\n<\/div>\n<\/div>\n<\/div>\n<h2 id=\"hardware-support-3\">Donan\u0131m deste\u011fi<\/h2>\n<p>Donan\u0131m deste\u011fi konusunda durum de\u011fi\u015fkenlik g\u00f6steriyor; bu, yeni API \u00f6zelliklerinde yayg\u0131n bir durum.<\/p>\n<p>Turing mimarisinden bu yana t\u00fcm Nvidia GPU'lar\u0131 (<a title=\"Ghostwire Tokyo teknik analizi\" href=\"https:\/\/mastertrend.info\/tr\/ghostwire-tokyo-teknik-analizi\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"5835\">GeForce RTX<\/a> 20) Opakl\u0131k Mikromap'leri (OMM) ile uyumludur, bu nedenle oyun geli\u015ftiricileri bunlar\u0131 oyunlar\u0131na entegre ettikten sonra bu grafik kartlar\u0131nda performans art\u0131\u015f\u0131 g\u00f6r\u00fclebilir. Intel, yak\u0131nda piyasaya s\u00fcr\u00fclecek yeni nesil GPU'lar\u0131 Celestial (Xe3)'\u00fcn de OMM'yi destekleyece\u011fini duyurdu. \ud83c\udf1f<\/p>\n<p>Las GPUs de Nvidia han soportado el Reordenamiento de Ejecuci\u00f3n de Shaders (SER), comenzando con la serie GeForce RTX 40, familia Ada Lovelace. Intel mencion\u00f3 que espera poder soportar SER \u00abcuando est\u00e9 disponible en un futuro Agility SDK\u00bb. Sin embargo, no est\u00e1 claro si se soportar\u00e1 en las GPUs <a href=\"https:\/\/mastertrend.info\/tr\/crimson-desert-intel-arc-uyumsuzlugu\/\" title=\"Crimson Desert Intel Arc uyumsuzlu\u011fu: neler oluyor?\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"34596\">Arc &#8216;Alchemist' o &#8216;Battlemage' de Intel<\/a> (o en ambas). \ud83e\udd14<\/p>\n<p>AMD ise RDNA 2\/3\/4 GPU'lar\u0131nda OMM veya SER'i desteklemiyor gibi g\u00f6r\u00fcn\u00fcyor, ancak Microsoft \u015firketin bu teknolojilerin yayg\u0131n olarak benimsenmesi konusunda i\u015f birli\u011fi yapt\u0131\u011f\u0131n\u0131 belirtti. Dahas\u0131, AMD'nin SER'in \u00e7al\u0131\u015fma \u015feklini taklit edebilen baz\u0131 programlama optimizasyonlar\u0131 var, bu nedenle oyun geli\u015ftiricileri Radeon GPU'lar i\u00e7in optimizasyon yapmaya zaman ay\u0131r\u0131rlarsa, bu durum h\u0131z art\u0131\u015flar\u0131ndan fayda sa\u011flayabilir.<\/p>\n<p>Qualcomm da OMM veya SER'i desteklemiyor, ancak entegre GPU'lar\u0131n\u0131n gelecek nesillerinde bunu yapaca\u011f\u0131n\u0131 belirtti. \ud83c\udfc6<\/p>\n<p>DXR 1.2'nin \u00f6nizleme s\u00fcr\u00fcm\u00fc Nisan 2025'te yay\u0131nlanacak. \ud83d\uddd3\ufe0f<\/p>\n<p><strong>\u00d6zetle<\/strong>geli\u015fi <strong><a class=\"wpil_keyword_link\" title=\"Zaman kaybetmeden uzaktan \u00e7al\u0131\u015fmak i\u00e7in yapay zeka ara\u00e7lar\u0131 \ud83e\udd16\" href=\"https:\/\/mastertrend.info\/tr\/yapay-zeka-araclari\/\" target=\"_blank\" rel=\"noopener\" data-wpil-keyword-link=\"linked\" data-wpil-monitor-id=\"8119\">DirectX I\u015f\u0131n \u0130zleme 1.2<\/a><\/strong> \ud83c\udfae, video oyunlar\u0131nda \u0131\u015f\u0131n izleme teknolojisinin evriminde \u00f6nemli bir ilerlemeyi temsil ediyor ve \u00f6nemli iyile\u015ftirmeler sunuyor. <em>performans<\/em> \u26a1 ve <em>g\u00f6rsel kalite<\/em> \ud83d\udc41\ufe0f Yenilik\u00e7i teknolojiler sayesinde, <strong>Opakl\u0131k Mikroharitalar\u0131 (OMM)<\/strong> ve <strong>G\u00f6lgelendirici Y\u00fcr\u00fctme Yeniden S\u0131ralamas\u0131 (SER)<\/strong>.<\/p>\n<p>Aunque la adopci\u00f3n y el soporte de hardware var\u00edan entre fabricantes, el compromiso de grandes empresas como Nvidia, Intel, AMD y <a href=\"https:\/\/www.qualcomm.com\" target=\"_blank\" rel=\"noopener noreferrer\">Qualcomm<\/a>Ayr\u0131ca \u00f6nde gelen geli\u015ftiricilerin de belirtti\u011fi gibi, bu iyile\u015ftirmeler gelecekteki oyunlara ve cihazlara kademeli olarak entegre edilecek \ud83d\ude80.<\/p>\n<p>Planlanan lansman tarihiyle birlikte <strong>Nisan 2025<\/strong>, <strong>DXR 1.2<\/strong> Oyun deneyimini optimize ederek, daha verimli ve ger\u00e7ek\u00e7i g\u00f6r\u00fcnt\u00fcleme sayesinde hem geli\u015ftiricilere hem de oyunculara fayda sa\u011flamay\u0131 vaat ediyor \ud83c\udfaf.<\/p>\n<p>Bu g\u00fcncelleme, geli\u015fmi\u015f \u0131\u015f\u0131n izleme teknolojisiyle oyun d\u00fcnyas\u0131n\u0131n gelece\u011fine do\u011fru \u015f\u00fcphesiz \u00f6nemli bir ad\u0131m olacak \ud83c\udf1f.<\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"<p>DirectX Raytracing 1.2, muhte\u015fem performans ve grafik iyile\u015ftirmeleriyle geliyor \u26a1\ud83c\udfae Daha h\u0131zl\u0131 ve daha ger\u00e7ek\u00e7i oyun deneyimine haz\u0131r olun \ud83c\udf1f<\/p>","protected":false},"author":1,"featured_media":89406,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ai_generated_summary":"","iawp_total_views":5,"jnews-multi-image_gallery":[],"jnews_single_post":{"format":"standard","override":[{"template":"1","parallax":"1","fullscreen":"1","layout":"right-sidebar","sidebar":"default-sidebar","second_sidebar":"default-sidebar","sticky_sidebar":"1","share_position":"top","share_float_style":"share-monocrhome","show_share_counter":"1","show_view_counter":"1","show_featured":"1","show_post_meta":"1","show_post_author":"1","show_post_author_image":"1","show_post_date":"1","post_date_format":"default","post_date_format_custom":"Y\/m\/d","show_post_category":"1","show_post_reading_time":"1","post_reading_time_wpm":"300","post_calculate_word_method":"str_word_count","zoom_button_out_step":"2","zoom_button_in_step":"3","show_post_tag":"1","show_prev_next_post":"1","show_popup_post":"1","show_comment_section":"1","number_popup_post":"1","show_author_box":"1","show_post_related":"1","show_inline_post_related":"0"}],"image_override":[{"single_post_thumbnail_size":"crop-500","single_post_gallery_size":"crop-500"}],"trending_post_position":"meta","trending_post_label":"Trending","sponsored_post_label":"Sponsored 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